Aug 4, 2021
Empyrion - Galactic Survival - Pantera
Hello Galactic Survivalists!

Here is the changelog for v1.5.5 with some more fixes & changes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!:

https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
https://empyriononline.com/forums/bugs.24/

Bugs fixed in the latest experimental version can be found there: https://empyriononline.com/forums/fixed.90/


====

Patch: 2021-08-06 v1.5.5 (Build 3444)
Please make sure to update the server & client to this build!

Changes:
  • The Player core can now be placed back on AI vessels that have been stopped
EAH:
====

Hotfix: 2021-08-05 v1.5.5 (Build 3443)
Please make sure to update the server & client to this build!

Fixes:
  • Blast damage is not working in MP

====

Patch: 2021-08-04 v1.5.5 (Build 3442)

Changes
  • Updated to unity 2021.1.14
  • Added possibility to mod StackSize
  • Dialogue system: Added "PlayfieldName" to "Player" infos
  • Added Dialogue LocF() function to output variables in loca keys
  • Added information about @p0 parameter to Dialogues-config-and-examples.txt
  • Updated: Arid Starter, Lava, Desert, DesertBurnt (Fixes on POI spawns and some refinements)
  • Updated: Sanctuary (Starter Planet) now has a second exit option when entering the station using the secret entry (and not wanting to kill anyone/damage your reputation)
  • Updated story-related POI: Mining Operations (fixed shortcut issue)
  • Updated story-related POI: Sigma Fulcrum > destroying the core is not necessary anymore for completing the story. The Salurian (Warlord faction) are now a lot more present in all the 'Restricted Access" areas!
  • Updated: Sigma Fulcrum set to COLONIST faction
  • Updated: Waystation in Gas Giant starter orbits set to COLONIST faction
  • Updated some of the loading screen texts
  • Updated: Added info to the "Distraction" Tasks on 'Wins and Losses' mission that only cores destroyed by the player (not by signals or sensors or secondary destruction) does count (technically limitation at the moment)
  • Change: Killing a Pirate now gains +10 reputation with Colonists (before: +5)
  • Change: (accidentally) attacking an NPC does not lead to an instant set-back to Neutral or below anymore. Reputation-loss has slightly increased for that action.
  • Change: Water Purification and Satellite Uplink(2) moved to Colonists spawn group
  • Changed: For balancing/lore reasons, players now start at 0 RP with Kriel and all Zirax Houses (except Abyssal)
  • Updated: UCHHidout playfield now got added the new bp groups and vessels (There is not interaction with UCH yet possible; internal update for later use)
  • Changed: Planet Remnant now Polaris property to avoid "free resources" from the asteroid (Spawns have been adjusted to Alien/Legacy)
  • Changed: Using 'retrieve blocks' on trader NPC now returns Alien NPC Crew instead of Alien Blocks
  • Updated: Civil Main Trading Hub (BAO) adding a subtle "attention" sign in front of the loot container door
  • The "Copy to Selection" option is now changed to "Set Selection to BP Part"
  • TerrainEditor ('te'): preview icons of texture now also show Saturation changes
  • Added possibility to mod tracers
  • Added Wastelanders (Warlord): OPVs and Stations ( theScriptHD, Don2k7, Na_Palm)
  • Added ARC (Warlord): OPVs and Stations (Heckendiver, Gogs, Don2k7, Semp__)
  • Added UCH: Trade Station Bravo, Orbital Production (Don2k7)
  • Added Zirax: OPV Xanthidae (light corvette; -AKEVA-BANSHEE- )
  • Added Warlord: BAO Lurak Station (Robot Shark)
  • Added Tresari (Warlord): Last Resort (Escarli)
  • Added Zirax: New set of orbital POI (and replacing old ones) for XENU, GHYST and ZIRAX (vermillion, fractalite)
  • Added Traders Guild: New Trading Station >> Aeon Club (Kaeser)
  • Added/updated Kriel: OPV Overseer T1/2, Beholder T2 (Escarli)
  • Added/Updated Traders Guild: OPV Light, Medium, Heavy, Dreadnought filbertfarmer)
  • Updated: Gas Refineries, Trading Stations, Epsilon Radar Station ( -AKEVA-BANSHEE- )
  • Updated: Tugboats & Colonist Escort Series (Robot Shark)
  • Updated: Tresari Eternal Torment (Escarli), Horizon Outpost (sulusdacor), Sanctuary (ravien_ff), Legacy Matter Converter (Escarli), Trading Stations (Kaeser)
  • Added: New set of UCH orbital structures and vessels (Stellar Titan)
  • Added: New POI for ARC faction (Don2k7)
  • Added: Warlord 'Satidere' OPV (Funog)
  • Added: Zirax Solar Array BAO (Vermillion)
  • Fixed: BoF 'Hand of Farr' (-AKEVA-BANSHEE-)
  • Fixed: Freighters 'Albatross' and SMR Expedition (Escarli)
  • Public Note on POI and Stations:
  • REPORT ISSUES WITH ANY POI OVER HERE: https://empyriononline.com/threads/space-pois-update-megathread.98237/
  • For details about the POI and stations added, please visit write give feedback/bug reports over here: https://empyriononline.com/forums/showroom-submissions.108/
  • BA for ARC and Wastelanders might not be found in the game yet (planned to be integrated as new, interacive standalone factions for version 1.6/1.7!); All vessels and BAO can be encountered as part of the WARLORDS faction (for now)!
  • Added: New space wreckages from June POI Building Challenge: https://empyriononline.com/threads/june-poi-building-challenge-space-wreckage.97911 (Thx to all contributors!)
  • Updated: BoF: Gold Refinery, Castle of Farr (spanj & contributors)
  • Updated: SV Prefab - Merc MX5E (Escarli)
  • Updated SPACE ORBITs (default planetary orbits) to use GroupName for POI spawns. PLEASE check planetary orbits in various faction and non-faction locations if there are any issues with POI
  • Updated: Tutorial Swamp Planet (Tutorial Scenario) : Starter Area has now higher density of Plant protein and rocks & Removed faulty grass prefabs
  • Fixed: Swamp Tutorial Planet (Tutorial Scenario): Dronebase not spawning, Removed the drone directly at the Crashsite, POI ‚Wreckage‘ had broken SpawnPOINear, did not get placed & others
  • Added a log output for bad lines in the locaisation.csv. Please use "\n" to create line wraps and not use real newlines.
  • Changed: Set PvPProb to 0 for MP Default Scenario
  • Increased number of active instances for a player from 3 to 5
  • Modding explosion: this can now be done using 'BlastParticleName: @bundle/name' and 'BlastParticleIndex: 0'. The explosions are removed after 4s, they are internally cached.
  • Added error message if an asset bundle was not loaded/found correctly
  • Added Despawn and Respawn Options to Orbital Patrol Vessel:
    DelayBetweenRespawnMinMax: [300, 600] #[Min time before respawn, Max time before respawn] defines the boundaries of a randomly drawn delay of time in second before the vessel respawns after destruction. DelayBeforeSelfDestructionMinMax: [200, 250] #[Min time before self destruction, Max time before self destruction] defines the boundaries of a randromly drawn delay of time. It represents the time in second before the vessel will self destroy itself after beeing immobilized; Default time value is 300 second IsRespawnAfterDestruction: True #{True , False} defines if a vessel will respawn after beeing destroyed.
Fixes
  • Fixed multiple exceptions found in logs sent in
  • Incorrect HUD position on cockpits not facing forward
  • PDA error message (Console) at end of Uncertain Outcomes missions (Blueprints not handled correctly. Please retest!)
  • Destroying containers did not contribute to 'Counter Strike II' (Please retest!)
  • Symmetry placement issues on SV Wings blocks.
  • Symmetry placement issue on Armored Windows S & L 'Side 1x2' & 'Side 2 1x2'
  • Procyon Lab was not turned on.
  • Ancient Tower explosive charge was set off by Player Drone
  • Connected toolbar items lost when loading into a "Backup" save game (SP)
  • Item loss from connected toolbar when client is disconnected from a server
  • Wrecked vessels get "Discovered" again after changing playfield & reloading the save
  • Players can take damage from weather when coming down in an escape pod
  • HV without mounted weapons shows obscure characters in weapon bar
  • Docked vessels next to the planet "Border" can get positioned wrong when returning to them
  • HV turrets throw off center of mass
  • Farr Homeworld had no breathable atmosphere
  • Carg Lift Available translated to SystemLocal instead of GameLocal
  • HV tool turrets CPU usage described and real is not match
  • CoQ triggering when enabling "Show Oxygen" in the Debug menu
  • Landing gear texture moving
  • Client can get stuck in the "Loading" screen when trying to join a server
  • Fix for "white" textures found on multiple blocks & truss block
  • Fixed: Solar (playfield) orbiting satellites could be used to build bases
  • AI space vessels can keep moving after being stopped
EAH
Jul 27, 2021
Empyrion - Galactic Survival - Pantera
Hello Galactic Survivalists!

We have some more fixes coming your way with the upcoming v1.5.5 patch. Please test as much as you like and give us feedback - thanks a lot!!
Our Experimental server is also updated feel free to join!

As always please note:
Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Fixed bugs for the Experimental branch can be found here: https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

For discussing the new and updated features, please head over to the Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

====

Patch: 2021-08-02 v1.5.5 (Build 3442)

Changes
  • Added a log output for bad lines in the locaisation.csv. Please use "\n" to create line wraps and not use real newlines.
  • Changed: Set PvPProb to 0 for MP Default Scenario

====

Patch: 2021-08-02 v1.5.5 (Build 3441)

Changes
  • Increased number of active instances for a player from 3 to 5
  • Modding explosion: this can now be done using 'BlastParticleName: @bundle/name' and 'BlastParticleIndex: 0'. The explosions are removed after 4s, they are internally cached.
  • Added error message if an asset bundle was not loaded/found correctly
Fixes
  • Fix for "white" textures found on multiple blocks & truss block
  • Fixed: Solar (playfield) orbiting satellites could be used to build bases

====

Patch: 2021-07-29 v1.5.5 (Build 3437)

Fixes:
  • 07986: AI space vessels can keep moving after being stopped
  • Fixed regression for a potential CoQ in the Resume Game list
  • Fixed Seed is not considered in playfield_static.yaml

====

v1.5.5 B3435

Changes
  • Updated to unity 2021.1.14
  • Added possibility to mod StackSize
  • Dialogue system: Added "PlayfieldName" to "Player" infos
  • Added Dialogue LocF() function to output variables in loca keys
  • Added information about @p0 parameter to Dialogues-config-and-examples.txt
  • Updated: Arid Starter, Lava, Desert, DesertBurnt (Fixes on POI spawns and some refinements)
  • Updated: Sanctuary (Starter Planet) now has a second exit option when entering the station using the secret entry (and not wanting to kill anyone/damage your reputation)
  • Updated story-related POI: Mining Operations (fixed shortcut issue)
  • Updated story-related POI: Sigma Fulcrum > destroying the core is not necessary anymore for completing the story. The Salurian (Warlord faction) are now a lot more present in all the 'Restricted Access" areas!
  • Updated: Sigma Fulcrum set to COLONIST faction
  • Updated: Waystation in Gas Giant starter orbits set to COLONIST faction
  • Updated some of the loading screen texts
  • Updated: Added info to the "Distraction" Tasks on 'Wins and Losses' mission that only cores destroyed by the player (not by signals or sensors or secondary destruction) does count (technically limitation at the moment)
  • Change: Killing a Pirate now gains +10 reputation with Colonists (before: +5)
  • Change: (accidentally) attacking an NPC does not lead to an instant set-back to Neutral or below anymore. Reputation-loss has slightly increased for that action.
  • Change: Water Purification and Satellite Uplink(2) moved to Colonists spawn group
  • Changed: For balancing/lore reasons, players now start at 0 RP with Kriel and all Zirax Houses (except Abyssal)
  • Updated: UCHHidout playfield now got added the new bp groups and vessels (There is not interaction with UCH yet possible; internal update for later use)
  • Changed: Planet Remnant now Polaris property to avoid "free resources" from the asteroid (Spawns have been adjusted to Alien/Legacy)
  • Changed: Using 'retrieve blocks' on trader NPC now returns Alien NPC Crew instead of Alien Blocks
  • Updated: Civil Main Trading Hub (BAO) adding a subtle "attention" sign in front of the loot container door
  • The "Copy to Selection" option is now changed to "Set Selection to BP Part"
  • TerrainEditor ('te'): preview icons of texture now also show Saturation changes
  • Added possibility to mod tracers
  • Added Wastelanders (Warlord): OPVs and Stations ( theScriptHD, Don2k7, Na_Palm)
  • Added ARC (Warlord): OPVs and Stations (Heckendiver, Gogs, Don2k7, Semp__)
  • Added UCH: Trade Station Bravo, Orbital Production (Don2k7)
  • Added Zirax: OPV Xanthidae (light corvette; -AKEVA-BANSHEE- )
  • Added Warlord: BAO Lurak Station (Robot Shark)
  • Added Tresari (Warlord): Last Resort (Escarli)
  • Added Zirax: New set of orbital POI (and replacing old ones) for XENU, GHYST and ZIRAX (vermillion, fractalite)
  • Added Traders Guild: New Trading Station >> Aeon Club (Kaeser)
  • Added/updated Kriel: OPV Overseer T1/2, Beholder T2 (Escarli)
  • Added/Updated Traders Guild: OPV Light, Medium, Heavy, Dreadnought filbertfarmer)
  • Updated: Gas Refineries, Trading Stations, Epsilon Radar Station ( -AKEVA-BANSHEE- )
  • Updated: Tugboats & Colonist Escort Series (Robot Shark)
  • Updated: Tresari Eternal Torment (Escarli), Horizon Outpost (sulusdacor), Sanctuary (ravien_ff), Legacy Matter Converter (Escarli), Trading Stations (Kaeser)
  • Added: New set of UCH orbital structures and vessels (Stellar Titan)
  • Added: New POI for ARC faction (Don2k7)
  • Added: Warlord 'Satidere' OPV (Funog)
  • Added: Zirax Solar Array BAO (Vermillion)
  • Fixed: BoF 'Hand of Farr' (-AKEVA-BANSHEE-)
  • Fixed: Freighters 'Albatross' and SMR Expedition (Escarli)
  • Public Note on POI and Stations:
  • REPORT ISSUES WITH ANY POI OVER HERE: https://empyriononline.com/threads/space-pois-update-megathread.98237/
  • For details about the POI and stations added, please visit write give feedback/bug reports over here: https://empyriononline.com/forums/showroom-submissions.108/
  • BA for ARC and Wastelanders might not be found in the game yet (planned to be integrated as new, interacive standalone factions for version 1.6/1.7!); All vessels and BAO can be encountered as part of the WARLORDS faction (for now)!
  • Added: New space wreckages from June POI Building Challenge: https://empyriononline.com/threads/june-poi-building-challenge-space-wreckage.97911 (Thx to all contributors!)
  • Updated: BoF: Gold Refinery, Castle of Farr (spanj & contributors)
  • Updated: SV Prefab - Merc MX5E (Escarli)
  • Updated SPACE ORBITs (default planetary orbits) to use GroupName for POI spawns. PLEASE check planetary orbits in various faction and non-faction locations if there are any issues with POI
  • Updated: Tutorial Swamp Planet (Tutorial Scenario) : Starter Area has now higher density of Plant protein and rocks & Removed faulty grass prefabs
  • Fixed: Swamp Tutorial Planet (Tutorial Scenario): Dronebase not spawning, Removed the drone directly at the Crashsite, POI ‚Wreckage‘ had broken SpawnPOINear, did not get placed & others
Fixes
  • Fixed multiple exceptions found in logs sent in
  • Incorrect HUD position on cockpits not facing forward
  • PDA error message (Console) at end of Uncertain Outcomes missions (Blueprints not handled correctly. Please retest!)
  • Destroying containers did not contribute to 'Counter Strike II' (Please retest!)
  • Symmetry placement issues on SV Wings blocks.
  • Symmetry placement issue on Armored Windows S & L 'Side 1x2' & 'Side 2 1x2'
  • Procyon Lab was not turned on.
  • Ancient Tower explosive charge was set off by Player Drone
  • Connected toolbar items lost when loading into a "Backup" save game (SP)
  • Item loss from connected toolbar when client is disconnected from a server
  • Wrecked vessels get "Discovered" again after changing playfield & reloading the save
  • Players can take damage from weather when coming down in an escape pod
  • HV without mounted weapons shows obscure characters in weapon bar
  • Docked vessels next to the planet "Border" can get positioned wrong when returning to them
  • HV turrets throw off center of mass
  • Farr Homeworld had no breathable atmosphere
  • Carg Lift Available translated to SystemLocal instead of GameLocal
  • HV tool turrets CPU usage described and real is not match
  • CoQ triggering when enabling "Show Oxygen" in the Debug menu
  • Landing gear texture moving
  • Client can get stuck in the "Loading" screen when trying to join a server
EAHKnown
  • Some blocks have a white texture & cannot have their color changed (for example: stairs, windows elevators)
Jul 1, 2021
Empyrion - Galactic Survival - Pantera
Hi Galactic Survivalists!

Here is the changelog for v1.5.3 with some more fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
https://empyriononline.com/forums/bugs.24/

v1.5.3 (Build 3390)

Changes
  • Added Dialogue LocF() function to output variables in loca keys
  • Dialogue system: Added "PlayfieldName" to "Player" infos
Fixes
  • Duplicate exploit of "DropOnDeath: false" items and "Keep inventory on death" active
  • Multiple exceptions found in server logs that were sent in
EAH
Jun 23, 2021
Empyrion - Galactic Survival - Pantera
Hi Galactic Survivalists!

Here is the changelog for v1.5.2 with some more fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
https://empyriononline.com/forums/bugs.24/

v1.5.2 (Build 3389)

Changes
  • No-Quit option for Dialogues (suppress ESC and 'X' key), use text command "@q0" to activate "NoQuit" for the current dialogue
  • Reduced "Interaction Message" (e.g. "Press F to do this") font size by 20%
Fixes
  • Player avatar is too tall when using a jetpack in space
  • Symbols not appearing on the screen of the new color & texture tool
  • Gained items aren't showing custom icons
  • Planet Asteroid Rings can be seen to flicker when the player is moving around
  • Ground AI : Raptor not attacking player bug -> fixed
  • Dialog GUI rotates the player's view
Jun 16, 2021
Empyrion - Galactic Survival - Pantera
v1.5.1 (B3384)

Here is the changelog for v1.5.1 with some fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues-troubleshooting.47082/
https://empyriononline.com/forums/bugs.24/

Changes
  • Added: Trader heavy OPV (filbertfarmer)
  • Added: Polaris large freighters (Don2k7)
  • Added: [ARC] orbital station and defense satellites (Don2k7); currently set to Warlord faction.
  • Updated: Abandoned Bunker (vermillion)
  • Fixed: Traders in Pirates Hyper City cannot be approached (check link: https://empyriononline.com/threads/common-mistakes-please-read.98083/ )
  • Updated ModAPI documentation
  • Add texture selection on the screen of the Texture/Color tool (Symbols will be displayed here also in one of the next releases)
  • Removed internal /* comment markers and replaced with # to make the BlocksConfig.ecf and ItemsConfig.ecf better readable by tools
  • Added: POI and vessels for the Warlord "Wastelanders" subfaction (theScriptHD)
  • Added: Raptor Ranch (Pirates) & OPV Warlord "Atlas" (sulusdacor)
  • Added: Colonist OPVs 'Escort Series' (Robot Shark)
  • Added: UCH 3rd & 5th fleet + BAOs ( Don2k7)
  • Updated: OPV Trader light & med (filbertfarmer), Crashed Vessel A & B (Escarli), Com & Science Satellite (DarkestWarrior)
  • Updated stock blueprint: Core Horizon (Garaman)
  • Updated various Brotherhood of Farr POIs (spanj, goldwingknight, Don2k7; full changelog: https://empyriononline.com/threads/v1-5-exp-new-faction-brotherhood-of-farr.97695/#post-436157 )
  • Updated: TSO Ningues (Pear)
Fixes
  • The temperature symbol is shown in Celsius when Fahrenheit is selected (when changing this option from inside a running game you need to quit to main menu and resume to see the change)
  • Exception after destroying planet vessel HQ
  • UI info spam with frequent and many reputation changes
  • Lens flares are too large
  • Exit savegame leads to Ordered Actions not completing anymore
  • Vessels can sometimes be found to "Rise" when returning to them on planets
    If you find the "Rise" still happens for you please send a copy of the servers logs folder for the build that it’s on f.ex “3384” ( which contains the dedicated_log's & Playfield_log's ) to support@empyriongame.com & note down the time in the playfield log the "Rise" of the vessel happened so we have a starting point on where to look in the log.
    Thanks!


EAH
Jun 8, 2021
Empyrion - Galactic Survival - Pantera
Hello Galactic Survivalists!

Welcome to version 1.5 public release! As we detailed in the announcement and the blog posts, this is a code-heavy release, but it has a lot of nice additions to offer for builders, explorers, mission runners and beyond. Check out the version 1.5 Dev Blogs over here: https://empyriononline.com/forums/news-announcements.6/

Without further ado, please carefully read through the changelog below.

As always please note:
Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

For those that followed the EXP version:
Fixed bugs for the Experimental branch can be found here:
https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there:
https://empyriononline.com/forums/fixed.90/

For discussing the new and updated features, please head over to the Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

Have fun! :)
Empyrion Dev Team.

Mandatory maintenance: Due to changes in the game configs (additions, changes,..) everyone using CUSTOM config files (locally or for published scenarios) needs to update their custom files to these changes!

IMPORTANT: Scenario/local versions of ItemsConfig.ecf require at least the settings of the following entry to be added, otherwise scenarios might not start: “+Item Id: 549, Name: MeleeHunter”


Change log



AI ChangesNew start
    https://empyriononline.com/threads/version-1-5-robinson-protocol-1-2-new.97978/
  • Escape Pod now lands automatically (You can still look around)
  • Items and devices removed from Escape Pod and Player inventory; Survival Tool and Flashlight are dropped around the Escape Pod.
  • Added (skippable) tutorial mission (Robinson Protocol I + II) auto-activating on game start, helping new players to learn basic survival and building mechanics
Global Changes on game start and related settings
  • Escape Pod can be set to land automatically in the playfield_static.yaml (FixedPlayerStart section); Uses new particle and impact effects as well.
  • Items can be set to be dropped around the Escape Pod in the playfield_static.yaml (FixedPlayerStart section)
  • Removed player ability to sleep in the Escape Pod
  • Survival Tent (and all beds) can now be used for sleeping at any time of the day
  • Survival Tool now automatically picks up mined ores to the player inventory
  • Survival Tool Resources mode can harvest plants and trees for fiber and wood logs (before this function was tied to Defense mode)
Weapon ReworksPDA Additions
  • PDA: Added optional and ordered Actions
  • PDA: removed "Cannot activate chapter because..." message for not activatable chapters with chapter activation set up
  • Added PDA playfield op "StructPower"
  • PDA UI: Improved ordered action text by showing the ">" char next to the checkbox (not fixed on left side as before)
  • PDA clr <chapter-num> now also removes chapter from rewarded chapters
Factions
    https://empyriononline.com/threads/version-1-5-new-faction-brotherhood-of-farr.97980/
  • Added: Brotherhood of Farr faction, POIs and vessels (initial integration. More tbd; thx to a LOT of builders + spanj!)
  • Added: Farr Homeworld
  • Added: Interest planets: Arid/Desert are MAIN interest worlds (large settlements/presence); Temperate/TemperatePlateau/TemperateSwamp/Barren nare SECONDARY interest worlds (lower presence)
  • Changed: reconfigured naming of internal folders of npc faction homeworlds and related playfields
  • Updated playfield example files with info about new parameter 'FactionTerritory'
  • Added 'FactionTerritory' (list of strings) to playfield.yaml and space_dynamic.yaml to allow specifying a list of faction territories a POI can spawn in.
  • Changed: Legacy laser turrets changed to proper green variant (TurretAlien)
  • Added new turret color and projectile variants for NPC factions diversification.
  • Added Posters now available at the GIN Store (Available at each GIN console in trading stations and alike)
Story/Missions
    https://empyriononline.com/threads/version-1-5-reworked-story-missions.97979/
  • Story: Updated Tales of the Past (new tasks/locations/dialogues)
  • Story: Updated Crashed Birds (formerly Human Remains) with new story elements, directions and tasks
  • Story: Updated Totally Overpowered (changed mission start)
  • Story: Updated A Glacial Grave (formerly Offworld Grave) with certain details and bugfixes
  • Story: Updated Ancient Revelations (added proper guiding to mission; updated POI to make it easier to navigate; nerved the enemy count a bit)
  • Story: Updated Uncertain Outcomes (smaller task flow changes)
  • Story missions are now spread over the starter system.
  • Story: Updated story chapters 1-6 PDA (F1) detail info with info on how to proceed (clarified/updated info given)
  • Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
  • Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore)
  • Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station.
  • Updated Story POI: Ilmarinen, Sigma Fulcrum (thx to ravien & escarli)
  • Updated: Updated Story POI on Arid and Snow starter. PLEASE retest story chapter 1+2 on those starters (Robinson Protocol will not work there)
POI's
  • Added Farr: Temple Prime and Farr Crash Site to Farr Homeworld (unique POIs; thx to spanj & Co)
  • Added Satellites: Deep Space Telescope, NavSat17 (thx to don2k7, -AKEVA-BANSHEE-)
  • Added UCH Trading Station , Protea Station (thx to don2k7, -AKEVA-BANSHEE-)
  • Added new Tribal Defense Tower for Talon (thx to vermillion; added around Tribal Ziggurat)
  • Added Colonist OPV '[JLN] MAC Cargo' (thx to RtBucco)
  • Updated: Tribal Ziggurat (Talon), Xenu Spaceports (Starter and normal version), Theta Labs (adjusted starter version); thx to vermillion
  • Added: Colonist Trading Station (thx to JupiterVesselCorp)
  • Updated: Abandoned Bunker (vermillion), FarrHQ (spanj)
  • Updated Solar Plant (Pirates; thx to suluscacor)
  • Added: Com, Exploration & Spy Satellites (Mechastophiles/Germanicus/Arthmoor)
  • Added Colonists: Legionaire (RtBucco), Polar Outpost & Procyon Lab (-AKEVA-BANSHEE-)
  • Added UCH: Trading station (-AKEVA-BANSHEE-)
  • Added Pirates: Satellite Uplink stations & Water Purification Plant (oldladysheck; updated by sulusdacor)
  • Change: Trading Stations (planet and space) are set to regenerate (for MP; no effect in SP default)
  • Added: TESCH Tracker (OPV) and Pentaxid Defense (BAO) ; thx to Escarli
  • Added Tugboats to Junkard AsteroidFields (thx to Robot Shark & others)
  • Added more OPV & POIs to Brotherhood of Farr + some updates (thx to spanj & others)
  • Added Tresari orbital defense and Skaar ground defense (both Warlord faction; thx to Escarli)
  • Updated Abandoned Dojo (thx to vermillion), Croesus HQ (thx to Kaeser & ravien)
  • Added: Brotherhood of Farr > Drone Base, Castle of Farr, updated Bank of Farr; thx to Don2k7, Semp_, goldwingknight)
  • Added: Pirates > Orbital Bar & Base Type 101 (thx to sulusdacor)
  • Added: Various com/mil/science satellites (thx to DarkestWarrior, Don2k7, stubert812)
  • Added: UCH > Jensons Hope (thx to -AKEVA-BANSHEE-)
  • Added Warlord OPV: Hoplite, Kasagi, Tianlong
  • Added Abyssal POI: Resource Nexus, Floating Defense T3
  • Added Pirates POI: Hyper City, Solar Plant
  • Added Tesch OPV/POI: Defense T1, Utility S6
  • Thanks to contributors: HeckenDiver, 鯨鯨鯨, styLmntz, TiwBras, Fractalite, sulusdacor, Escarli
  • Added: SandCrawler base (Pirates), thx to theScriptHD
  • Added: Magpie (OPVWarlord > Helios Foundation [HF]), thx to Kithid (modified by Escarli)
  • Added TESCH faction OPVs: Formatter (Battleship) and Resetter (Dreadnought), thx to Escarli
  • Added: OPV Rutile (Warlord faction) thx to Finsterwolf, modified by Escarli
  • Added: OPV Advanced Vector (Tesch faction) thx to Escarli
  • Updated/added: Epsilon Hangar, Serdu Defense I-III (thx to vermillion)
  • Updated: Kriel Subjugator (thx to Siege Inc.)
  • Added/updated Legacy OPVS: Decimator, Devastator, Eradicator (thx to vermillion)
  • Added new TESCH OPV: Spike (thx to Escarli)
  • Added new Warlord OPV: Eternal Torment (Tresari faction; thx to Escarli)
  • Added: AbandonedDojo (BA)
  • Added: Kriel Nexus (BAO)
  • Added: New set of Epsilon T0 POIs (BA)
  • Added OPVs: Val'ruun Courser (Pirates), Skaar-Scimitar (Warlord), Skaar-Makar (Warlord), Outrunner (Warlord; original creator: Vreenak), Valiant (Warlord; original creator: Dadrick), Dreadmaw (Pirates; original creator: Triconflict)
  • Updated Small Settlement (Talon) with new Player POI Spawner
  • Thx to all creators & contributors: filbertfarmer, theScriptHD, Fractalite, Escarli, sulusdacor
  • Updated: POI group updates on Test Scenario.
  • Updated Warlord, Tesch and Pirate faction OPVs
  • Fixed several Pirate OPVs (thx to sulusdacor)
  • Fixes on BP prefabs DD Lokrum and Velebit Luxuries bases
  • Upd: Removed Abyssal Small Science vessel from spawngroups for now.
  • Added: GAL subfaction OPVs and BAOs (Warlord; thx to sulusdacor)
  • Added: Eagle Claw Outpost ( space dock, Warlord, Thx to Tim88 & Escarli)
  • Added: Tresari orbital defense (thx to Escarli)
  • Added: ARC Splinter & Planetary defense towers ( Warlord, thx to HeckenDiver)
  • Added Stock Blueprint: T2 Rocket Tank (L10) (Thx to sulusdacor)
  • Updated: Quin Merac and Deadmaw (Pirates OPV, thx to suluscador & ravien_ff)
  • Updated: Xenu Fortress P1 now has signal logic for destroying the admin core (thx to Escarli)
  • Updated: Kriel Subjugator OPV (thx to Escarli)
  • Updated Stock Blueprints: Blue Dart, HV Tier 1a, HV Tier 6c, KVE Aetheria LTS, Polaris Scout, SV Tier 3a, SV Tier 5 (thx to sulusdacor)
Models & Devices
    https://empyriononline.com/threads/version-1-5-new-models-blocks-devices-posters.97982/
  • Added separate glass material copies for use with heavy windows - assigned them to the heavy windows. Changed the Inv/inside window tint opacity to make sure it's more transparent.- Added: Talon charged laser crossbow
  • Added Non-device Player Spawner for BA-POIs (has no model so it can be fit wherever you want; Preview mode like for NPC Spawner)
  • Added: Heavy Windows (patterned); No preview-icons yet. PLEASE TEST for symmetry, painting etc.
  • Added: Toilet (modern) available from deco furnishings group (no preview icon yet)
  • Shield can now be active again when warping
  • Changed: reduced range of handheld detector to 650m/1250m (planet/space)
Invader vs Defender update
    https://empyriononline.com/threads/version-1-5-invader-vs-defender.97985/
  • Merged Dialogues.ecf & Dialogues.csv with Default SinglePlayer
  • Merged TokenConfig.ecf with Default SinglePlayer
  • Merged TraderNPCConfig.ecf with Default SinglePlayer
  • Add RepMatrix to DefRepuration.ecf
  • Removed Default PDA Pictures as they are read from Default Content Directory
  • Set Sun to SunRandom in Sectors.yaml
  • Update PDA > Add new Empyrionpedia Entries about the Game
  • Updated Many Space Playfields to new AI Vessel & Drone Config
  • Reworked BlackHole from FixedGen to RandomGen
  • Added ErestrumResource to Terrain.ecf on Alpol
  • Reworked Alpol from FixedGeneration to RandomGenenration
  • Reworked AtlonSector from FixedGen to RandomGen
  • Removed GrassGreen02D from Playfields due to Grass v2
  • Add Containers.ecf
  • Add CredibilitySeals as very Low Drop to some NPCs due to not haveing Default SinglePlayer Missions
Dialogues
  • SinglePlayer mode: protect player while a dialog window is open by deactivating/pausing the following game mechanics:
  • player status drop (food, health, etc.)
  • environmental hazards (effect of temperature, radiation)
  • timed affliction (buff) progress
  • AI (NPCs/creatures/turrets don't attack)
  • Added: BlocksConfig/Dialogues documentation about using Skills in dialogues and in conjunction with modifying available block/device parameters
  • Added: BlocksConfig parameters > Added info about 'ExecuteOnActivate: YourDialogState' and 'ExecuteOnCollide: YourDialogState' to head area of blocksconfig.ecf
  • Added: Dialogue function > Added info about new function 'CallLater(Seconds,FunctionName)' to head area of dialogues-config-and-examples.txt
  • Dialogue System: Added 'OpenDevice' to easily access the device whose window is currently open
  • Dialogue System: Added IModApi's IApplication, use Application.xyz to use its functionality
Console & Configs
  • Add property 'RepairToTemplate' to BlocksConfig.ecf to allow excluding (rare or special) blocks from repairing to template to avoid exploits.
  • Updated StatusEffects.ecf with new parameter 'NextIsWorse' for status effects that get worse (indicate a direction)
  • Added file name to error message if space dynamic yaml has syntax errors.
  • Console command 'destroy': added '-dead' as 2nd parameter to show death model, if not specified the entity will get removed immediately
  • Added possibility to load a playfield from a scenario using console command "lpf <template name> -scenario '<scenario name>'".
  • Updated BlocksConfig.ecf and ItemsConfig.ecf inline docu about new parameter 'ShieldMultiplier' and weapons damage in general
  • Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig:
    ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely) ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature) ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Solar System and Playfields
  • Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
  • SolarSystemGen: added possibility to have solar systems with two stars (2nd star only decoration) by specifying a "CompanionStarClass" (f.e. CompanionStarClass: M) in GalaxyConfig.ecf
  • Solar System Generation Space: added possibility to specify a GroupName for space_dynamic.yaml POIs (instead of only a POI list); if a GroupName is specified and no DisplayName then the DisplayName is taken from the blueprint's DisplayName
  • Added entity 'Generic' to allow specifying decoration entities, f.e. gas clouds in space playfields (also for modders, will post information how to use it soon on the forums)
  • Added ShowInDistance and LOD0Distance to playfield yaml and dynamic space yaml to allow drawing decoration entities in the distance as well (more information will come soon)
  • Updated +ExampleSpace with new setting for AI space vessels avoiding area configuration.
  • Planets without atmosphere now use the same sun color as its orbit (only if OrbitUsesLightColor is NOT set) to make orbit/planet transition closer
  • Planet outside view: improvements for sharper visuals (f.e. on moons)
  • Grass: if YScale is specified, the XZScale now uses the exact same scaling
  • Set splat map stamps in tga format to not compressed as the alternative tga loader wants it that way
  • Added PfServerWeight to space_dynamic.yaml to be copied over to playfield.yaml
Modding
  • Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)- XRefActivate now supports negative logic for enabling a GameObject if device gets disabled
Misc
  • Added: Example files on how to use SolarSystemConfig_Defines (check folder ...\Content\RandomPresets )
  • Small optimization for the wipeinfo file: now the entities are read only if a wipeinfo file is present
  • Added better error message when there is an entity named wrong in EGroupsConfig.ecf
  • PDA - for mission creators: when in Logistics window the fuel or O2 tank is opened in the right grid the PDA can check for WindowOpened, use name as in Logistics window's dropdown (e.g. "[Fuel]")
  • Added 'DropOnDeath' property to BlocksConfig.ecf, ItemsConfig.ecf and TokenConfig.ecf. If set to 'False' then this item is not dropped on player death. Use for important story items that players shall not lose on death. Default is set to 'True'.
  • Added new loading screenshots (removed old ones) + added new loading screenshot texts
  • Added: new model for Color Texture Tool
  • Updated: Loading screen descriptions
  • Dialogue System: Added 'OpenDevicePos' to get the block position (inside the structure) of the device whose window is currently open
  • Updated Stock Blueprints: Blue Dart, HV Tier 1a, HV Tier 6c, KVE Aetheria LTS, Polaris Scout, SV Tier 3a, SV Tier 5 (thx to sulusdacor)
  • Changed: SV Prefab T5c renamed Manta Dropship
  • Changed: SV Prefab T6 renamed to Revolution Overture One
  • Changed: HV Tier 3 renamed to Walker
  • Changed: HV Prefab T1a renamed to Blue Mist
  • Changed: HV Prefab 6 renamed to Boxer Tank
  • Changed: HV Prefab 6b renamed to UCH Sentinel
  • Changed: HV Prefab 6c renamed to Desert Cat
  • Changed: (Crashed Birds) reduced detection trigger distance for commander Carver to not get triggered too early (and the marker vanishing)
  • Changed: (Crashed Birds) reduced detection trigger distance for commander Carver to not get triggered too early (and the marker vanishing)
  • Updated: Added info about new parameter 'DropOnDeath' to BlocksConfig, ItemsConfig and TokenConfig
  • Changed: Removed Minigun/Rocket drones and Raptors from standalone Tutorial scenario
  • Changed: Sanctuary (Starter Planet) > swapped TraderPaxPurgatory to Bertrams (+Flamethrower fuel)
  • Changed: Trading station (Starter System), Inferno Club & TOP Distillery changed to Colonists faction.
  • Changed: Escape alternatives in UCH Heidelberg updated
  • DialogueSystem: added workaround for strange compiler errors in some use cases
Fixes
  • Exception when using projectiles loaded from an asset bundle, returning to main menu and resuming the game
  • Small fix to thruster particles so that particles do not stop from time to time without reason
  • Mounted weapons exploit
  • Fix for resource asteroids being transparent
  • Fixed: Credibility missions could not be completed, although destroyed cores were counted.
  • Fixed: Blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes
  • Possible fix for "temp allocator" warning message
  • Fix for harvesting is not putting items directly into inventory
  • Fixed: Ambassador Hyzanis vessel did not spawn in asteroid field
  • Fix for being able to use 'Proximity Log' button in registry although it was not allowed
  • SSG: fixed CoQ when the new resources (aluminium, ice, platin) were used
  • Truss blocks have no shadows
  • Fix for modded crosshairs bundle not getting loaded if vanilla game was loaded before
  • Driller: fixed problem that items got dropped twice when using the "retrieve blocks mode"
  • Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
  • Console cmd lpf: small fix when used ingame
  • Items crafted in the survival constructor don't get stacked in the output cells
  • Fixed: issues with dialogues for GER loca.
  • Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
  • Fixed issues of dialogues in GERMAN loca sometimes leading to a CoQ/Exception
  • Fixed: Thruster M (T2) only had 100 HP
  • Fixed: issues in dialogues config and csv leading to CoQ
  • Fixed: TSO_Variant2 had alien spawns (now "same as base")
  • Potential fix for modding API Event_Player_Info not sending ping information (please give feedback if it works)
  • Fixed “Explosive devices” not giving damage to shields
EAH
May 19, 2021
Empyrion - Galactic Survival - Pantera
Hello Galactic Survivalists!



Welcome to version 1.5 Experimental phase! As we detailed in the announcement and the blog posts, this is a code-heavy release, but it has a lot of nice additions to offer for builders, explorers, mission runners and beyond. Check out the version 1.5 Dev Blogs over here: https://empyriononline.com/forums/news-announcements.6/

Without further ado, please carefully read through the changelog below.

More info and specifically set up feedback threads can be found stickied in the EXP feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

As always please note
Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Fixed bugs for the Experimental branch can be found here: https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

For discussing the new and updated features, please head over to the Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

Have fun testing! :)
Empyrion Dev Team.

Mandatory maintenance: Due to changes in the game configs (additions, changes,..) everyone using CUSTOM config files (locally or for published scenarios) needs to update their custom files to these changes!

IMPORTANT: Scenario/local versions of ItemsConfig.ecf require at least the settings of the following entry to be added, otherwise scenarios might not start: “+Item Id: 549, Name: MeleeHunter”

====

Patch: 2021-06-07 v1.5 (Build 3376)

Changes
  • DialogueSystem: added workaround for strange compiler errors in some use cases
  • Added Color Tool (old) and Texture Tool (old) to be usable in Creative mode only
Fixes
  • Exception when killing a telluropod NPC

====

Patch: 2021-06-04 v1.5 (Build 3375)

Changes
  • Updated: Added story POI to swamp starter planet
  • Changed: removed some loading screens & adjusted texts
  • Changed: Ilmarinen > swapped infected Zirax for infected Alien soldiers
  • Changed: Tutorial scenario (standalone) now using fixed position escape pod
Fixes
  • Exception spam when shooting a troop transport
  • Fixed: action 'Leave system' did not work in 'Wins and Losses' mission
  • The projectile the 'Otyugh' fires is invisible
  • Fixed: Sanctuary not set to Polaris on Arid and Snow starter (Known Issue: Swamp starter not offering all story POI yet)
  • Fixed: Ilmarinen > sentry on lvl7 not destroyable
  • Fixed: Ilmarinen (Ancient Revelations) > 'Find Warp Control Room' triggered too early
  • Fixed: Tutorial scenario (standalone) > removed references to opening escape pod

====

Patch: 2021-06-02 v1.5 (Build 3373)

Changes:
  • Added 'DropOnDeath' property to BlocksConfig.ecf, ItemsConfig.ecf and TokenConfig.ecf. If set to 'False' then this item is not dropped on player death. Use for important story items that players shall not lose on death. Default is set to 'True'.
  • small improvements to fullscreen loading pics: removed default background pic between two pictures and interpreting "\n" as newline char
  • Added new loading screenshots (removed old ones) + added new loading screenshot texts
  • Added: new model for Color Texture Tool
  • Updated: Loading screen descriptions
  • Dialogue System: Added 'OpenDevicePos' to get the block position (inside the structure) of the device whose window is currently open
  • Added: Farr Archive added to Farr Homeworld (set near Temple/CrashSite; unique; thx to sulusdacor); PLEASE check FPS at that area!
  • Added: GAL subfaction OPVs and BAOs (Warlord; thx to sulusdacor)
  • Added: Eagle Claw Outpost ( space dock, Warlord, Thx to Tim88 & Escarli)
  • Added: Tresari orbital defense (thx to Escarli)
  • Added: ARC Splinter & Planetary defense towers ( Warlord, thx to HeckenDiver)
  • Added Stock Blueprint: T2 Rocket Tank (L10) (Thx to sulusdacor)
  • Updated: Quin Merac and Deadmaw (Pirates OPV, thx to suluscador & ravien_ff)
  • Updated: Xenu Fortress P1 now has signal logic for destroying the admin core (thx to Escarli)
  • Updated: Kriel Subjugator OPV (thx to Escarli)
  • Updated Stock Blueprints: Blue Dart, HV Tier 1a, HV Tier 6c, KVE Aetheria LTS, Polaris Scout, SV Tier 3a, SV Tier 5 (thx to sulusdacor)
  • Changed: SV Prefab T5c renamed Manta Dropship
  • Changed: SV Prefab T6 renamed to Revolution Overture One
  • Changed: HV Tier 3 renamed to Walker
  • Changed: HV Prefab T1a renamed to Blue Mist
  • Changed: HV Prefab 6 renamed to Boxer Tank
  • Changed: HV Prefab 6b renamed to UCH Sentinel
  • Changed: HV Prefab 6c renamed to Desert Cat
  • Changed: (Crashed Birds) reduced detection trigger distance for commander Carver to not get triggered too early (and the marker vanishing)
  • Updated: Added info about new parameter 'DropOnDeath' to BlocksConfig, ItemsConfig and TokenConfig
  • Changed: Removed Minigun/Rocket drones and Raptors from standalone Tutorial scenario
  • Changed: Sanctuary (Starter Planet) > swapped TraderPaxPurgatory to Bertrams (+Flamethrower fuel)
  • Changed: Trading station (Starter System), Inferno Club & TOP Distillery changed to Colonists faction.
  • Changed: Escape alternatives in UCH Heidelberg updated
  • Changed: Blocked 2nd route on Ilmarien Level 7
Fixes:
  • Fix for an issue found with AI becoming ‘Frozen’
  • (Ancient Revelation) exit could be triggered too early on the Maintenance Deck.
  • Teleporting to certain systems leads to CoQ
  • example files for SolarSstemConfig_Defines missing
  • Activating godmode in some in situations can reposition the player underground
  • Player avatar becomes invisible when dialogue pops up while player is in 3rd person
  • Picking up quest items sometimes does not complete related PDA tasks. PLZ retest the following: Getting the Technical Artifact (Crashed Birds > Burial Chamber), Buying a beer (TOP > Orbital Trade Station); retrieving Technical Artifact (Unexpected Allies > Excavation Site)
  • Small Vessel Tutorial did not trigger on approach (after playing 'Crashed Birds')
  • Open Wound affliction description changed from Antibiotic Ointment to AntibioticPills
  • Colliding with a surface in zero-g causes the player to orient incorrectly
  • PDA exception when warping into a mission playfield
  • Prevent any button (except ESC) to close Dialogues
  • Damaged Hover Vessel tutorial activated unintentionally
  • Removed unnecessary entries in Tales of the Past (yellow error messages in console. Please RETEST with fresh savegame!)

====

Patch: 2021-05-26 v1.5 (Build 3366)

Changes:
  • NOTE: all changes made related to playfields, POI and missions require to start a new savegame as active savegames are not updated!
  • Added: Example files on how to use SolarSystemConfig_Defines (check folder ...\Content\RandomPresets )
  • Changed: (Starter Temperate) Heavy and rocket drones shall not appear around the Heidelberg wreckage anymore
  • Changed: (Starter Temperate) Increased safety zone around Damaged Com Stationa a bit more (Alien Insect spawns pushed a bit further away)
  • Changed: (Starter Temperate) Sanctuary is now Polaris property
  • Changed: (Crashed Birds) IDA and Kezzel will now remind you to bring the Space Anomalies report with you when entering the Sanctuary. (Otherwise Kezzel will not respond to you)
  • Changed: Set AlienBug01V2 (Alien Insect) to Predator faction
  • Changed: Drones in Ilmarinen Orbit now set to Pirates (chance to not get attacked when stranding is still ok)
  • Changed: Added additional color highlight to the Dialogue at the end of Robinson Protocol II to better indicate where the story continues/starts with Tales of the Past after the RP has finished.
  • Changed: (A Glacial Grave) Increased trigger display range on Radar Station for Core Room and 2nd Teleporter Room to avoid confusion on where to the mission continues.
  • Changed: (Crashed Birds) Swapped large spiders in Burial Chamber with smaller ones.
  • Changed: (UCH Heidelber) Added destroyable walls and jump platforms for rooms you cannot get out without jetpack
  • Changed: Removed "PlantHarvest" and "PlantDestroy" from Talon reputation matrix (relates to terrain-deco, not to plants picked in their villages!)
  • Changed: Added 'Prelude' story mission chapter for manual activating the story after rejecting Robinson Protocol.
  • Changed: (Tales of the Past) Removed trapdoor hatch on Ancient Tower to allow re-entering the tower when dying inside. (Exit was blocked before)
  • Small optimization for the wipeinfo file: now the entities are read only if a wipeinfo file is present (please retest quickly if wipe still works)
  • Added better error message when there is an entity named wrong in EGroupsConfig.ecf
  • PDA - for mission creators: when in Logistics window the fuel or O2 tank is opened in the right grid the PDA can check for WindowOpened, use name as in Logistics window's dropdown (e.g. "[Fuel]")
Fixes:
  • GameAnalytics validation fail with custom scenario
  • Fixed PDA ChapterComplete GameAnalytics event
  • 07924: Unban issue with short session monitoring
  • Fixed: When rejecting the Robinson Protocol a marker was placed that did not vanish.
  • Fixed: (Starter Temperate) Talon/Troopers in some starter POI were set to a too high level for the temperate starter planet
  • Fixed (Starter Temperate) warning sign in sanctuary was active although alert was not triggered
  • Fixed: (Robinson Protocol I) Apollon log were not made visible in Journeybook (F1)
  • Fixed: (Tales of the Past) medical ingredients were given twice
  • Fixed text issues on mission and tutorial dialogues
  • Fixed: (Uncertain Outcomes) debriefing set player to Trading Station instead of Waystation
  • Fixed: (Crashed Birds) Burial chamber wooden door not breakable
  • Fixed an exploit with traders
  • SpaceMap: fixed ring around planet being too dark
  • SpaceMap: fixed problem that icon of structures disappeared when you approached a POI and then it got DSL'ed after travelling away from it again
  • 07927: Sector info class data is corrupted
  • 07919: Drones are missing their destroyed state
EAH:====

Hotfix: 2021-05-21 v1.5 (Build 3362)

Fixes:
  • Auto grouping devices turns on AI in creative mode
  • Trade station console missing graphics
  • Fix for "EngineSS01" PF log exception <- Please make sure sure to update your dedi servers to fix this
====

Change log: v1.5 (Build 3360)

AI ChangesNew start
    https://empyriononline.com/threads/v1-5-exp-robinson-protocol-1-2-new.97691/
  • The following currently only relates to Temperate Starter:
    1. Escape Pod now lands automatically (You can still look around)
    2. Items and devices removed from Escape Pod and Player inventory; Survival Tool and Flashlight are dropped around the Escape Pod.
    3. Added (skippable) tutorial mission (Robinson Protocol I + II) auto-activating on game start, helping new players to learn basic survival and building mechanics
Global Changes on game start and related settings
  • Escape Pod can be set to land automatically in the playfield_static.yaml (FixedPlayerStart section); Uses new particle and impact effects as well.
  • Items can be set to be dropped around the Escape Pod in the playfield_static.yaml (FixedPlayerStart section)
  • Removed player ability to sleep in the Escape Pod
  • Survival Tent (and all beds) can now be used for sleeping at any time of the day
  • Survival Tool now automatically picks up mined ores to the player inventory
  • Survival Tool Resources mode can harvest plants and trees for fiber and wood logs (before this function was tied to Defense mode)
Weapon ReworksPDA Additions
  • PDA: Added optional and ordered Actions
  • PDA: removed "Cannot activate chapter because..." message for not activatable chapters with chapter activation set up
  • Added PDA playfield op "StructPower"
  • PDA UI: Improved ordered action text by showing the ">" char next to the checkbox (not fixed on left side as before)
  • PDA clr <chapter-num> now also removes chapter from rewarded chapters
Factions
    https://empyriononline.com/threads/v1-5-exp-new-faction-brotherhood-of-farr.97695/
  • Added: Brotherhood of Farr faction, POIs and vessels (initial integration. More tbd; thx to a LOT of builders + spanj!)
  • Added: Farr Homeworld
  • Added: Interest planets: Arid/Desert are MAIN interest worlds (large settlements/presence); Temperate/TemperatePlateau/TemperateSwamp/Barren nare SECONDARY interest worlds (lower presence)
  • Changed: reconfigured naming of internal folders of npc faction homeworlds and related playfields
  • Updated playfield example files with info about new parameter 'FactionTerritory'
  • Added 'FactionTerritory' (list of strings) to playfield.yaml and space_dynamic.yaml to allow specifying a list of faction territories a POI can spawn in.
  • Changed: Legacy laser turrets changed to proper green variant (TurretAlien)
  • Added new turret color and projectile variants for NPC factions diversification.
  • Added Posters now available at the GIN Store (Available at each GIN console in trading stations and alike)
Story/Missions
    https://empyriononline.com/threads/v1-5-exp-reworked-story-missions.97692/
  • Story: Updated Tales of the Past (new tasks/locations/dialogues)
  • Story: Updated Crashed Birds (formerly Human Remains) with new story elements, directions and tasks
  • Story: Updated Totally Overpowered (changed mission start)
  • Story: Updated A Glacial Grave (formerly Offworld Grave) with certain details and bugfixes
  • Story: Updated Ancient Revelations (added proper guiding to mission; updated POI to make it easier to navigate; nerved the enemy count a bit)
  • Story: Updated Uncertain Outcomes (smaller task flow changes)
  • Story missions are now spread over the starter system.
  • Story: Updated story chapters 1-6 PDA (F1) detail info with info on how to proceed (clarified/updated info given)
  • Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
  • Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore)
  • Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station.
  • Updated Story POI: Ilmarinen, Sigma Fulcrum (thx to ravien & escarli)
  • Updated: Updated Story POI on Arid and Snow starter. PLEASE retest story chapter 1+2 on those starters (Robinson Protocol will not work there)
POI's
  • Added Farr: Temple Prime and Farr Crash Site to Farr Homeworld (unique POIs; thx to spanj & Co)
  • Added Satellites: Deep Space Telescope, NavSat17 (thx to don2k7, -AKEVA-BANSHEE-)
  • Added UCH Trading Station , Protea Station (thx to don2k7, -AKEVA-BANSHEE-)
  • Added new Tribal Defense Tower for Talon (thx to vermillion; added around Tribal Ziggurat)
  • Added Colonist OPV '[JLN] MAC Cargo' (thx to RtBucco)
  • Updated: Tribal Ziggurat (Talon), Xenu Spaceports (Starter and normal version), Theta Labs (adjusted starter version); thx to vermillion
  • Added: Colonist Trading Station (thx to JupiterVesselCorp)
  • Updated: Abandoned Bunker (vermillion), FarrHQ (spanj)
  • Updated Solar Plant (Pirates; thx to suluscacor)
  • Added: Com, Exploration & Spy Satellites (Mechastophiles/Germanicus/Arthmoor)
  • Added Colonists: Legionaire (RtBucco), Polar Outpost & Procyon Lab (-AKEVA-BANSHEE-)
  • Added UCH: Trading station (-AKEVA-BANSHEE-)
  • Added Pirates: Satellite Uplink stations & Water Purification Plant (oldladysheck; updated by sulusdacor)
  • Change: Trading Stations (planet and space) are set to regenerate (for MP; no effect in SP default)
  • Added: TESCH Tracker (OPV) and Pentaxid Defense (BAO) ; thx to Escarli
  • Added Tugboats to Junkard AsteroidFields (thx to Robot Shark & others)
  • Added more OPV & POIs to Brotherhood of Farr + some updates (thx to spanj & others)
  • Added Tresari orbital defense and Skaar ground defense (both Warlord faction; thx to Escarli)
  • Updated Abandoned Dojo (thx to vermillion), Croesus HQ (thx to Kaeser & ravien)
  • Added: Brotherhood of Farr > Drone Base, Castle of Farr, updated Bank of Farr; thx to Don2k7, Semp_, goldwingknight)
  • Added: Pirates > Orbital Bar & Base Type 101 (thx to sulusdacor)
  • Added: Various com/mil/science satellites (thx to DarkestWarrior, Don2k7, stubert812)
  • Added: UCH > Jensons Hope (thx to -AKEVA-BANSHEE-)
  • Added Warlord OPV: Hoplite, Kasagi, Tianlong
  • Added Abyssal POI: Resource Nexus, Floating Defense T3
  • Added Pirates POI: Hyper City, Solar Plant
  • Added Tesch OPV/POI: Defense T1, Utility S6
  • Thanks to contributors: HeckenDiver, 鯨鯨鯨, styLmntz, TiwBras, Fractalite, sulusdacor, Escarli
  • Added: SandCrawler base (Pirates), thx to theScriptHD
  • Added: Magpie (OPVWarlord > Helios Foundation [HF]), thx to Kithid (modified by Escarli)
  • Added TESCH faction OPVs: Formatter (Battleship) and Resetter (Dreadnought), thx to Escarli
  • Added: OPV Rutile (Warlord faction) thx to Finsterwolf, modified by Escarli
  • Added: OPV Advanced Vector (Tesch faction) thx to Escarli
  • Updated/added: Epsilon Hangar, Serdu Defense I-III (thx to vermillion)
  • Updated: Kriel Subjugator (thx to Siege Inc.)
  • Added/updated Legacy OPVS: Decimator, Devastator, Eradicator (thx to vermillion)
  • Added new TESCH OPV: Spike (thx to Escarli)
  • Added new Warlord OPV: Eternal Torment (Tresari faction; thx to Escarli)
  • Added: AbandonedDojo (BA)
  • Added: Kriel Nexus (BAO)
  • Added: New set of Epsilon T0 POIs (BA)
  • Added OPVs: Val'ruun Courser (Pirates), Skaar-Scimitar (Warlord), Skaar-Makar (Warlord), Outrunner (Warlord; original creator: Vreenak), Valiant (Warlord; original creator: Dadrick), Dreadmaw (Pirates; original creator: Triconflict)
  • Updated Small Settlement (Talon) with new Player POI Spawner
  • Thx to all creators & contributors: filbertfarmer, theScriptHD, Fractalite, Escarli, sulusdacor
  • Updated: POI group updates on Test Scenario.
  • Updated Warlord, Tesch and Pirate faction OPVs
  • Fixed several Pirate OPVs (thx to sulusdacor)
  • Fixes on BP prefabs DD Lokrum and Velebit Luxuries bases
  • Upd: Removed Abyssal Small Science vessel from spawngroups for now.
Models & Devices
    https://empyriononline.com/threads/v1-5-new-models-blocks-devices-posters.97697/
  • Added separate glass material copies for use with heavy windows - assigned them to the heavy windows. Changed the Inv/inside window tint opacity to make sure it's more transparent.- Added: Talon charged laser crossbow
  • Added Non-device Player Spawner for BA-POIs (has no model so it can be fit wherever you want; Preview mode like for NPC Spawner)
  • Added: Heavy Windows (patterned); No preview-icons yet. PLEASE TEST for symmetry, painting etc.
  • Added: Toilet (modern) available from deco furnishings group (no preview icon yet)
  • Shield can now be active again when warping
  • Changed: reduced range of handheld detector to 650m/1250m (planet/space)
Invader vs Defender update
    https://empyriononline.com/threads/v1-5-exp-invader-vs-defender-update.97696/unread
  • Merged Dialogues.ecf & Dialogues.csv with Default SinglePlayer
  • Merged TokenConfig.ecf with Default SinglePlayer
  • Merged TraderNPCConfig.ecf with Default SinglePlayer
  • Add RepMatrix to DefRepuration.ecf
  • Removed Default PDA Pictures as they are read from Default Content Directory
  • Set Sun to SunRandom in Sectors.yaml
  • Update PDA > Add new Empyrionpedia Entries about the Game
  • Updated Many Space Playfields to new AI Vessel & Drone Config
  • Reworked BlackHole from FixedGen to RandomGen
  • Added ErestrumResource to Terrain.ecf on Alpol
  • Reworked Alpol from FixedGeneration to RandomGenenration
  • Reworked AtlonSector from FixedGen to RandomGen
  • Removed GrassGreen02D from Playfields due to Grass v2
  • Add Containers.ecf
  • Add CredibilitySeals as very Low Drop to some NPCs due to not haveing Default SinglePlayer Missions
Dialogues
  • SinglePlayer mode: protect player while a dialog window is open by deactivating/pausing the following game mechanics:
    1. Player status drop (food, health, etc.)
    2. Environmental hazards (effect of temperature, radiation)
    3. Timed affliction (buff) progress
    4. AI (NPCs/creatures/turrets don't attack)
  • Added: BlocksConfig/Dialogues documentation about using Skills in dialogues and in conjunction with modifying available block/device parameters
  • Added: BlocksConfig parameters > Added info about 'ExecuteOnActivate: YourDialogState' and 'ExecuteOnCollide: YourDialogState' to head area of blocksconfig.ecf
  • Added: Dialogue function > Added info about new function 'CallLater(Seconds,FunctionName)' to head area of dialogues-config-and-examples.txt
  • Dialogue System: Added 'OpenDevice' to easily access the device whose window is currently open
  • Dialogue System: Added IModApi's IApplication, use Application.xyz to use its functionality
Console & Configs
  • Add property 'RepairToTemplate' to BlocksConfig.ecf to allow excluding (rare or special) blocks from repairing to template to avoid exploits.
  • Updated StatusEffects.ecf with new parameter 'NextIsWorse' for status effects that get worse (indicate a direction)
  • Added file name to error message if space dynamic yaml has syntax errors.
  • Console command 'destroy': added '-dead' as 2nd parameter to show death model, if not specified the entity will get removed immediately
  • Added possibility to load a playfield from a scenario using console command "lpf <template name> -scenario '<scenario name>'".
  • Updated BlocksConfig.ecf and ItemsConfig.ecf inline docu about new parameter 'ShieldMultiplier' and weapons damage in general
  • Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig":
    ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely) ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature) ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Solar System and Playfields
  • Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
  • SolarSystemGen: added possibility to have solar systems with two stars (2nd star only decoration) by specifying a "CompanionStarClass" (f.e. CompanionStarClass: M) in GalaxyConfig.ecf
  • Solar System Generation Space: added possibility to specify a GroupName for space_dynamic.yaml POIs (instead of only a POI list); if a GroupName is specified and no DisplayName then the DisplayName is taken from the blueprint's DisplayName
  • Added entity 'Generic' to allow specifying decoration entities, f.e. gas clouds in space playfields (also for modders, will post information how to use it soon on the forums)
  • Added ShowInDistance and LOD0Distance to playfield yaml and dynamic space yaml to allow drawing decoration entities in the distance as well (more information will come soon)
  • Updated +ExampleSpace with new setting for AI space vessels avoiding area configuration.
  • Planets without atmosphere now use the same sun color as its orbit (only if OrbitUsesLightColor is NOT set) to make orbit/planet transition closer
  • Planet outside view: improvements for sharper visuals (f.e. on moons)
  • Grass: if YScale is specified, the XZScale now uses the exact same scaling
  • Set splat map stamps in tga format to not compressed as the alternative tga loader wants it that way
  • Added PfServerWeight to space_dynamic.yaml to be copied over to playfield.yaml
Modding
  • Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)- XRefActivate now supports negative logic for enabling a GameObject if device gets disabled
Fixes
  • Exception when using projectiles loaded from an asset bundle, returning to main menu and resuming the game
  • Small fix to thruster particles so that particles do not stop from time to time without reason
  • Mounted weapons exploit
  • Fix for resource asteroids being transparent
  • Fixed: Credibility missions could not be completed, although destroyed cores were counted.
  • Fixed: Blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes
  • Possible fix for "temp allocator" warning message
  • Fix for harvesting is not putting items directly into inventory
  • Fixed: Ambassador Hyzanis vessel did not spawn in asteroid field
  • Fix for being able to use 'Proximity Log' button in registry although it was not allowed
  • SSG: fixed CoQ when the new resources (aluminium, ice, platin) were used
  • Truss blocks have no shadows
  • Fix for modded crosshairs bundle not getting loaded if vanilla game was loaded before
  • Driller: fixed problem that items got dropped twice when using the "retrieve blocks mode"
  • Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
  • Console cmd lpf: small fix when used ingame
  • Items crafted in the survival constructor don't get stacked in the output cells
  • Fixed: issues with dialogues for GER loca.
  • Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
  • Fixed issues of dialogues in GERMAN loca sometimes leading to a CoQ/Exception
  • Fixed: Thruster M (T2) only had 100 HP
  • Fixed: issues in dialogues config and csv leading to CoQ
  • Fixed: TSO_Variant2 had alien spawns (now "same as base")
  • Potential fix for modding API Event_Player_Info not sending ping information (please give feedback if it works)
  • Fixed “Explosive devices” not giving damage to shields
EAH
Empyrion - Galactic Survival - Taelyn
Hi Galactic Survivalists!

Without further ado, you can save the following dates about the version 1.5 experimental and public release.

Experimental version 1.5 will launch on Wednesday, 19th of May.

Client and server files will be available from that date. Feedback threads and more info will be added to the experimental sub-forum by then: https://empyriononline.com/forums/#experimental-branch.33

Please note: For being able to test all the features of version 1.5, starting a new game is mandatory, as updated missions, POI and related cannot be updated on already existing saved games. There is also the chance that it might become necessary to start new, in case we need to update the experimental version with critical fixes on these content items.

Reminder: Creating POI and missions with the experimental version will lead to issues when they are used in version 1.4.x! You need to wait for version 1.5 to release them to your subscribers!



Public version 1.5 release is currently scheduled for tuesday, 8th of june.

This date might still be subject to change. As always: depends on how well the experimental phase goes. ːsteamhappyː

Please note: Although v1.5 will NOT break saved games, starting a new game with version 1.5 is highly recommended, as the updated missions, POI and related content cannot be updated to previous saved games.

Our public servers will be wiped with the public release of version 1.5 as well.

Read you soon!
Empyrion Dev Team
Empyrion - Galactic Survival - Taelyn
Hello Galactic Survivalists!

When we made our first announcement we said that version 1.5 will focus on code work.

One of these code-heavy topics we are working on is artificial intelligence. Today we want to give you a little insight on what is going on with that.

The main goals of the introduction of the new ground AI creatures in version 1.5 is as follows:

● Introduction of a new set of AI vs AI interactions. This starts with predator AI hunting prey AI to feed. Or scavengers AI looking for corps to eat. In this way the player will have the new ability to not be at center of the action but also to observe action around him. This will let some new survival strategy arise.

● Some new states are added to the creature like the hunger, the thirst or the ability to hide. This will bring some slightly more sophisticated behavior that will create a more immersive environment.

● Overall some more complex behavior of creatures have been developed to bring some more unique action for each creature that will challenge the player in some new and unexpected way.



The following four, already existing creatures will mark the start of our efforts in terms of improving AI but also make the worlds of Empyrion even more immersive!.

Alien Insects
The Alien Insects now have territorial behavior and will defend their chosen edible plants within their territory that is an area of about a radius of 30m. The behavior has also a new hunger state that will make the creatures eat their favorite plants whenever they are hungry.



Parasaur
A hunger state and a thirst state have been added to the creature. This will imply that the Parasaur will have a hunger and a thirst that will increase over time. Whenever the creature reaches a hunger and thirst threshold it will go to eat his favorite plants or will go to drink nearby water. During the night the Parasaurs will hide in the grass to spend the night and avoid the predators.



Raptor
The new version of the Raptor AI will have some new abilities like scavenging corpses, hunting AI prey, stalking the player and hiding to ambush him.



Alien Bug Group
This mixed group of bugs will show a behavior of the mother bug creature spawning some guard bugs around her and firing at some distance. The guard bugs are aggressive and go for some melee attacks to any intruder.

These four updated AI creatures will be available with version 1.5.

We are looking forward to your suggestions and thoughts right below in the comments.

Have a great sunday! Read you soon.
Empyrion Dev Team

PS: we will announce the start date and details about the upcoming Experimental version early next week.
Empyrion - Galactic Survival - Taelyn
Hello Galactic Survivalists!

Although the version 1.5 is heavily code-focused, we not only have new content for story runners and explorers (as detailed in the past dev blogs). We also have a few gifts for our builders.

To conclude the April fools joke from last year, we added the ‘modern’ variant for the restrooms to complete this model set, with the modern variant showers already available. We hope you know how to use the three sea shells.



Speaking of sets: when we added the Heavy Window, we also had an additional lineup idea with a few more ‘emperor style’ variants in mind. We are looking forward to what you will be doing with the Heavy Windows (patterned).



motivational posters, made by Rumepelstilskin! You can either get them as a reward from playing the story missions or find a GIN console in one of the trading stations and get a random poster for a minimal ‘GIN Gallery’ support fee! ːsteamhappyː

A few examples:



You want something more menacing for POI bases and NPC vessels? We have you covered! With version 1.5 we have set up the small ‘bulb turrets’ of The Legacy ships with different variants, colored in red, blue, green, cyan, yellow, orange, purple and black to guard the galaxy in style. Their weapons of course have the matching effect color as well! As a little side note: we have added these not only because we could, but with some future (post v1.5) weapon rebalancing in mind. ːsteamhappyː



Last, but not least, if you ever were done with building, but still envious of the Talon having these nice crossbows and you instantly remembered that hairy fellow wielding a similar, but lazer pew pew based weapon .. maybe check out the renewed Tales of the Past story mission!



We hope these new toys will be enjoyable and we had enough movie allusions for this dev blog. :D

Read you soon.
Empyrion Dev Team
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